21 resultados para Google Apps


Relevância:

20.00% 20.00%

Publicador:

Resumo:

BACKGROUND: Physical activity is a modifiable behavior related to many preventable non-communicable diseases. There is an age-related decline in physical activity levels in young people, which tracks into adulthood. Common interactive technologies such as smartphones, particularly employing immersive features, may enhance the appeal and delivery of interventions to increase levels of physical activity in young people. The primary aim of the Apps for IMproving FITness (AIMFIT) trial is to evaluate the effectiveness of two popular "off-the-shelf" smartphone apps for improving cardiorespiratory fitness in young people.

METHODS/DESIGN: A three-arm, parallel, randomized controlled trial will be conducted in Auckland, New Zealand. Fifty-one eligible young people aged 14-17 years will be randomized to one of three conditions: 1) use of an immersive smartphone app, 2) use of a non-immersive app, or 3) usual behavior (control). Both smartphone apps consist of an eight-week training program designed to improve fitness and ability to run 5 km, however, the immersive app features a game-themed design and adds a narrative. Data are collected at baseline and 8 weeks. The primary outcome is cardiorespiratory fitness, assessed as time to complete the one mile run/walk test at 8 weeks. Secondary outcomes are physical activity levels, self-efficacy, enjoyment, psychological need satisfaction, and acceptability and usability of the apps. Analysis using intention to treat principles will be performed using regression models.

DISCUSSION: Despite the proliferation of commercially available smartphone applications, there is a dearth of empirical evidence to support their effectiveness on the targeted health behavior. This pragmatic study will determine the effectiveness of two popular "off-the-shelf" apps as a stand-alone instrument for improving fitness and physical activity among young people. Adherence to app use will not be closely controlled; however, random allocation of participants, a heterogeneous group, and data analysis using intention to treat principles provide internal and external validity to the study. The primary outcome will be objectively assessed with a valid and reliable field-based test, as well as the secondary outcome of physical activity, via accelerometry. If effective, such applications could be used alongside existing interventions to promote fitness and physical activity in this population. TRIAL REGISTRATION: Australian New Zealand Clinical Trials Registry: ACTRN12613001030763. Registered 16 September 2013.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

BACKGROUND: Given the global prevalence of insufficient physical activity (PA), effective interventions that attenuate age-related decline in PA levels are needed. Mobile phone interventions that positively affect health (mHealth) show promise; however, their impact on PA levels and fitness in young people is unclear and little is known about what makes a good mHealth app. OBJECTIVE: The aim was to determine the effects of two commercially available smartphone apps (Zombies, Run and Get Running) on cardiorespiratory fitness and PA levels in insufficiently active healthy young people. A second aim was to identify the features of the app design that may contribute to improved fitness and PA levels. METHODS: Apps for IMproving FITness (AIMFIT) was a 3-arm, parallel, randomized controlled trial conducted in Auckland, New Zealand. Participants were recruited through advertisements in electronic mailing lists, local newspapers, flyers posted in community locations, and presentations at schools. Eligible young people aged 14-17 years were allocated at random to 1 of 3 conditions: (1) use of an immersive app (Zombies, Run), (2) use of a nonimmersive app (Get Running), or (3) usual behavior (control). Both smartphone apps consisted of a fully automated 8-week training program designed to improve fitness and ability to run 5 km; however, the immersive app featured a game-themed design and narrative. Intention-to-treat analysis was performed using data collected face-to-face at baseline and 8 weeks, and all regression models were adjusted for baseline outcome value and gender. The primary outcome was cardiorespiratory fitness, objectively assessed as time to complete the 1-mile run/walk test at 8 weeks. Secondary outcomes were PA levels (accelerometry and self-reported), enjoyment, psychological need satisfaction, self-efficacy, and acceptability and usability of the apps. RESULTS: A total of 51 participants were randomized to the immersive app intervention (n=17), nonimmersive app intervention (n=16), or the control group (n=18). The mean age of participants was 15.7 (SD 1.2) years; participants were mostly NZ Europeans (61%, 31/51) and 57% (29/51) were female. Overall retention rate was 96% (49/51). There was no significant intervention effect on the primary outcome using either of the apps. Compared to the control, time to complete the fitness test was -28.4 seconds shorter (95% CI -66.5 to 9.82, P=.20) for the immersive app group and -24.7 seconds (95% CI -63.5 to 14.2, P=.32) for the nonimmersive app group. No significant intervention effects were found for secondary outcomes. CONCLUSIONS: Although apps have the ability to increase reach at a low cost, our pragmatic approach using readily available commercial apps as a stand-alone instrument did not have a significant effect on fitness. However, interest in future use of PA apps is promising and highlights a potentially important role of these tools in a multifaceted approach to increase fitness, promote PA, and consequently reduce the adverse health outcomes associated with insufficient activity.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper demonstrates a multi-view framework for Rapid APPlication Tool (RAPPT). RAPPT enables rapid development of mobile applications. It employs a multilevel approach to mobile application development: a Domain Specific Visual Language to define the high level structure of mobile apps, a Domain Specific Textual Language to define behavioural concepts, and concrete source code for fine grained improvements.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Emergencies and disasters are different types of crisis events which can affect students and staff in their on-campus roles and off-campus activities. In such events, mobile technologies, mobile software applications (apps), and mobile social networks are becoming increasingly relied upon to communicate, to swiftly send and received information and images, to deliver learning moments, and to check the safety of colleagues and friends. This paper investigates the intersection of mlearning, mobile social media, mobile apps, and crisis informatics in times of emergencies and disasters, using the recent Gipplsand earthquake in south-eastern Australia as an exemplar. It also discusses proactive preparation for educational resilience during emergencies and disasters.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Google Android is popular for mobile devices in recent years. The openness and popularity of Android make it a primary target for malware. Even though Android's security mechanisms could defend most malware, its permission model is vulnerable to transitive permission attack, a type of privilege escalation attacks. Many approaches have been proposed to detect this attack by modifying the Android OS. However, the Android's fragmentation problem and requiring rooting Android device hinder those approaches large-scale adoption. In this paper, we present an instrumentation framework, called SEAPP, for Android applications (or “apps”) to detect the transitive permission attack on unmodified Android. SEAPP automatically rewrites an app without requiring its source codes and produces a security-harden app. At runtime, call-chains are built among these apps and detection process is executed before a privileged API is invoked. Our experimental results show that SEAPP could work on a large number of benign apps from the official Android market and malicious apps, with a repackaged success rate of over 99.8%. We also show that our framework effectively tracks call-chains among apps and detects known transitive permission attack with low overhead. Copyright © 2016 John Wiley & Sons, Ltd.

Relevância:

20.00% 20.00%

Publicador: